KILLER: You made your first kill at a very young age and found the task of war or murder to your liking. You take particular pride in a well-placed blow. You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

MILITIAVETERAN: Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. You gain a +1 trait bonus on Survival, and it is always a class skill for you.

VETERAN OF BATTLE: You have fought in several battles, and each time felt the presence of your god guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Residency: Allows character to have resident or freedman status in Mara, pending character story. This status affords the character certain legal rights, which can be viewed in the law section

Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a 2 bonus on all melee damage rolls. This bonus to damage is increased by half (50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Extra Revelation

Iron Will: You get a +2 bonus on all Will saving throws.

Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

RACIAL / SPECIALABILITIES

WEAPONPROFICIENCY: Simple

ARMORPROFICIENCY: Light, Medium, Shields

Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Orisons: Oracles learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: Skill at Arms You gain proficiency in all martial weapons and heavy armor.

Revelation: Weapon Mastery Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Relevation: Resiliency You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura).

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

First Level

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

2nd Level

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater.

Cure Medium Wounds: School conjuration (healing)

This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.

3rd Level

When you make a d20 roll, you may choose to immediately cast this spell to reroll that die before success or failure is known, keeping the more favorable result. For the next two rounds following your casting of the spell, you must roll two dice each time a d20 roll is called for, keeping the less favorable result.

Cure Serious Wounds: School conjuration (healing)

This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).

You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).

An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

4th Level

Cure Critical Wounds: School conjuration (healing)

This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).

5th Level

Cure Light Wounds (Mass): School conjuration (healing)
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half (harmless) or Will half; see text; Spell Resistance yes (harmless) or yes; see text

You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Belt of Giant Strength +4: This belt is a thick leather affair, decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +4.

Headband of Alluring Charisma: This headband is a rather plain affair, appearing as a simple leather band with a small Loba stone affixed in the center. The headband grants the wearer an enhancement bonus to Charisma of +2.

Glove of Storing: This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove’s effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up your entire hands slot. You may not use another item (even another glove of storing) that also uses the hands slot.

EQUIPMENT

Blanket Weight: 1 lb.

Waterskin Weight: 4 lbs.

Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long. Weight: -

Trail Rations: 4 days, Weight: 4 lbs.

Explorer’s Outfit: Weight: 8 lbs.

TOTALWEIGHT = 59 lbs

CARRYINGCAPACITY

Light – 233 lbs.

Medium – 234-466 lbs.

Heavy – 467-700 lbs.

Lift over Head – 700 lbs.

Lift off Ground – 1400 lbs.

Drag or Push – 3500 lbs.

MONEY

as (1cp) = 3

sesterce (5cp) = 5300

denari (2sp) = 450

auroras (1gp) = (93.8)

Bio:

I cannot remember my name.

No, that is not right. I do not have a name now. I had one before, but now I do not. How can this be? All men have names; the beasts of the sea, the air, and the earth have names, and before us all there were the gods, each with an entire host of names. But then there I am, nameless.

I look at the world before me, and I know the names of all that I see. I know their uses: the shield for blocking the attacks of your enemy, the helm for protecting the precious meat within your skull, the ravens for feasting on the dead, and taking the souls back to Partus in his halls of bone. And the blade. The blade, most important of all, the instrument of life and death.

But then I look at my hands, and I cannot see their purpose. Covered in blood, my own blood I realize, they are without point in the desolation that lays before me.

I stand, and step over the bodies of the men that must have been comrades and enemies, each. Their bodies lay mangled, man to man, arm in arm, steel and bronze jutting from their bodies at every angle. The earth below my feet is warm and alive. I can almost feel her speaking to me, but I cannot understand her words. I cannot understand, aside from one. “Loba,” it seems to cry. In anguish, or in joy, I cannot tell.

The wind blows across my naked skin, and for the first time I notice just how naked I am. The armor that I instinctively know that I had once worn, is now gone, and I am clothed in naught but blood and gore. Just as a man is clothed upon his birth.
And now I realize why I do not have a name. Why the life before this battle is lost to me, and why I am not worried about this sudden absence. It is because I am just this day, this moment, I am born. Born screaming in blood and fire, my mother the shield, and my father the blade.

I look down upon my body, and see the ruin that covers it. Wounds, countless wounds cover my skin. Punctures from where a blade had cleaved into the meat of my thigh, missing the bone and sinking to the hilt. Gashes where a man, dead now, had sliced through my armor and left a horror of rent flesh. I felt the skin above my heart, now a great hole where a spear had traveled through my chest and out my back, and had remained lodged there. How it was gone now, I did not know.

I looked at these wounds, and more, almost all fatal in their own right, and saw that they bled no longer. They had achieved their purpose. They marked the passing of the man that had treaded the earth before, and allowed for the birth of the man that now stood above the scores of the valiant dead.

My eyes are drawn from the dead to the horizon, searching for the sun, but I suddenly realize that the sun is now a stranger to me. For as I gaze up into its blazing face, the world seems to dim, and grow dark. I know deep in my heart that I will never see the heavens above again. I sweep my gaze closer to me, and I see that the horizon is also closed to me, and it seems that I am enshrouded in a thick fog. I am not blind, but I can no longer see the world outside of my immediate surroundings.

The gods give, and the gods take. It is the way of the world, and I know that it is not without purpose. I am born anew, yet I am barred from gazing upon the heavens, or searching the horizon. Instead, I am reminded that my place is not above, nor afar. No, my place is the present, and it is here. I am to look to my foes, and to my friends, and no further. Beyond the mists that follow me eternally is the realm of fate, and I am but fate’s instrument now.

I smile, and look to the desolation beneath my feet. Battle. Battle is where I belong, and where my vision is most clear. Battle is where destiny is forged, where empires are born and torn asunder, where entire bloodlines are cut short with naught but steel and blood. I have no need for the sky above, or the earth afar. I can see only what I need to see. Those close enough to kill.

The gods provide.

I look down at my hands once more, and I see the purpose in them. The point. And I feel the power. The gods healed me, and breathed life back into my shattered frame. They will not do so again. But I can feel that they have armed me with the tools I need in the coming battles. I will see them put to good use.

And so, I begin to walk. In what direction, I do not know, but it doesn’t matter. All that matters is the destination, and only fate knows where that ultimately lays.

I suddenly know my name. Ultor.

I do not know the tongue, but I know the meaning. Avenger. Now to see to what needs avenging.

Never violate a woman, nor harm a child. Do not lie, cheat or steal. These things are for lesser men. Protect the weak against the evil strong. And never allow thoughts of gain to lead you into the pursuit of evil.